Added MainMenu, Bootstrap and Factory scenes

This commit is contained in:
2026-08-04 18:04:42 +03:00
parent bca1cbb323
commit a259a64e80
43 changed files with 1991 additions and 10 deletions
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using Unity.Netcode;
using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// Server-authoritative prototype movement.
/// The owner reads input, the server applies it, and NetworkTransform replicates the result.
/// </summary>
[RequireComponent(typeof(NetworkObject))]
public sealed class FriendslopPlayerMotor : NetworkBehaviour
{
[SerializeField, Min(0.1f)] private float moveSpeed = 4.5f;
private void Update()
{
if (!IsOwner || !IsSpawned || Keyboard.current == null)
{
return;
}
Vector2 input = ReadMoveInput();
if (IsServer)
{
MoveOnServer(input);
}
else
{
MoveServerRpc(input);
}
}
[ServerRpc]
private void MoveServerRpc(Vector2 input)
{
MoveOnServer(input);
}
private void MoveOnServer(Vector2 input)
{
if (input.sqrMagnitude > 1f)
{
input.Normalize();
}
Vector3 direction = new Vector3(input.x, 0f, input.y);
transform.position += direction * (moveSpeed * Time.deltaTime);
if (direction.sqrMagnitude > 0.001f)
{
transform.forward = Vector3.Slerp(transform.forward, direction, 14f * Time.deltaTime);
}
}
private static Vector2 ReadMoveInput()
{
Keyboard keyboard = Keyboard.current;
float horizontal = (keyboard.dKey.isPressed || keyboard.rightArrowKey.isPressed ? 1f : 0f)
- (keyboard.aKey.isPressed || keyboard.leftArrowKey.isPressed ? 1f : 0f);
float vertical = (keyboard.wKey.isPressed || keyboard.upArrowKey.isPressed ? 1f : 0f)
- (keyboard.sKey.isPressed || keyboard.downArrowKey.isPressed ? 1f : 0f);
return new Vector2(horizontal, vertical);
}
}
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using Unity.Netcode;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
using UnityEngine.SceneManagement;
[RequireComponent(typeof(NetworkManager), typeof(UnityTransport))]
public sealed class FriendslopSession : MonoBehaviour
{
public static FriendslopSession Instance { get; private set; }
[SerializeField] private NetworkObject playerPrefab;
[SerializeField] private string menuScene = "MainMenu";
[SerializeField] private string gameplayScene = "Factory";
public string Status { get; private set; } = "Ready.";
public bool IsOnline => NetworkManager.Singleton != null && NetworkManager.Singleton.IsListening;
private NetworkManager manager;
private UnityTransport transport;
private void Awake()
{
if (Instance != null) { Destroy(gameObject); return; }
Instance = this;
DontDestroyOnLoad(gameObject);
manager = GetComponent<NetworkManager>();
transport = GetComponent<UnityTransport>();
manager.NetworkConfig.NetworkTransport = transport;
manager.NetworkConfig.PlayerPrefab = playerPrefab.gameObject;
manager.NetworkConfig.EnableSceneManagement = true;
manager.OnServerStarted += LoadGameplayForHost;
}
private void Start() => SceneManager.LoadScene(menuScene);
private void OnDestroy()
{
if (manager != null) manager.OnServerStarted -= LoadGameplayForHost;
if (Instance == this) Instance = null;
}
public bool StartHost(ushort port)
{
transport.SetConnectionData("0.0.0.0", port, "0.0.0.0");
Status = manager.StartHost() ? $"Host started on {port}." : "Host failed to start.";
return manager.IsHost;
}
public bool StartClient(string address, ushort port)
{
transport.SetConnectionData(address.Trim(), port);
bool started = manager.StartClient();
Status = started ? $"Connecting to {address}:{port}..." : "Client failed to start.";
return started;
}
private void LoadGameplayForHost()
{
Status = "Loading factory...";
manager.SceneManager.LoadScene(gameplayScene, LoadSceneMode.Single);
}
}
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using UnityEngine;
public sealed class FriendslopMainMenu : MonoBehaviour
{
private string address = "127.0.0.1";
private string portText = "7777";
private void OnGUI()
{
var session = FriendslopSession.Instance;
GUI.Box(new Rect(24, 24, 380, 285), string.Empty);
GUILayout.BeginArea(new Rect(44, 44, 340, 245));
GUILayout.Label("FRIENDSLOP // MOUNTAIN FACTORY");
GUILayout.Space(10);
if (session == null) { GUILayout.Label("Bootstrap is unavailable."); GUILayout.EndArea(); return; }
if (session.IsOnline) { GUILayout.Label(session.Status); GUILayout.EndArea(); return; }
GUILayout.Label("Host LAN IP");
address = GUILayout.TextField(address);
GUILayout.Label("Port");
portText = GUILayout.TextField(portText);
GUILayout.Space(12);
if (GUILayout.Button("Start Host", GUILayout.Height(36))) StartHost(session);
if (GUILayout.Button("Join Factory", GUILayout.Height(36))) StartClient(session);
GUILayout.FlexibleSpace();
GUILayout.Label(session.Status);
GUILayout.EndArea();
}
private void StartHost(FriendslopSession session)
{
if (TryReadPort(out ushort port)) session.StartHost(port);
else Debug.LogWarning("Friendslop: invalid port.");
}
private void StartClient(FriendslopSession session)
{
if (TryReadPort(out ushort port) && !string.IsNullOrWhiteSpace(address)) session.StartClient(address, port);
else Debug.LogWarning("Friendslop: enter a valid IP and port.");
}
private bool TryReadPort(out ushort port) => ushort.TryParse(portText, out port) && port > 0;
}
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using System;
using UnityEngine;
public enum GamePhase { Menu, Loading, Playing, Results }
public sealed class GameFlowController : MonoBehaviour
{
public GamePhase Phase { get; private set; } = GamePhase.Menu;
public event Action<GamePhase> PhaseChanged;
public void SetPhase(GamePhase phase) { if (Phase == phase) return; Phase = phase; PhaseChanged?.Invoke(Phase); }
}
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using Unity.Netcode;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
using UnityEngine.SceneManagement;
[RequireComponent(typeof(NetworkManager), typeof(UnityTransport))]
public sealed class NetworkSessionController : MonoBehaviour
{
public static NetworkSessionController Instance { get; private set; }
[SerializeField] private NetworkObject playerPrefab;
[SerializeField] private string menuSceneName = "MainMenu";
[SerializeField] private string gameplaySceneName = "Factory";
public string Status { get; private set; } = "Ready.";
public bool IsOnline => NetworkManager.Singleton != null && NetworkManager.Singleton.IsListening;
private NetworkManager networkManager;
private UnityTransport transport;
private void Awake()
{
if (Instance != null) { Destroy(gameObject); return; }
Instance = this; DontDestroyOnLoad(gameObject);
networkManager = GetComponent<NetworkManager>();
transport = GetComponent<UnityTransport>();
networkManager.NetworkConfig.NetworkTransport = transport;
networkManager.NetworkConfig.PlayerPrefab = playerPrefab.gameObject;
networkManager.NetworkConfig.EnableSceneManagement = true;
networkManager.OnServerStarted += LoadGameplayScene;
}
private void Start() => SceneManager.LoadScene(menuSceneName);
private void OnDestroy()
{
if (networkManager != null) networkManager.OnServerStarted -= LoadGameplayScene;
if (Instance == this) Instance = null;
}
public bool StartHost(ushort port)
{
transport.SetConnectionData("0.0.0.0", port, "0.0.0.0");
bool started = networkManager.StartHost();
Status = started ? $"Host started on {port}." : "Host failed to start.";
return started;
}
public bool StartClient(string address, ushort port)
{
transport.SetConnectionData(address.Trim(), port);
bool started = networkManager.StartClient();
Status = started ? $"Connecting to {address}:{port}..." : "Client failed to start.";
return started;
}
private void LoadGameplayScene()
{
Status = "Loading factory...";
networkManager.SceneManager.LoadScene(gameplaySceneName, LoadSceneMode.Single);
}
}
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using System;
using Unity.Netcode;
using UnityEngine;
public interface IPlayerSystem { void Initialize(PlayerFacade facade); }
[RequireComponent(typeof(NetworkObject))]
public sealed class PlayerFacade : NetworkBehaviour
{
[SerializeField] private MonoBehaviour[] initializationOrder;
public event Action<PlayerFacade> Initialized;
public override void OnNetworkSpawn()
{
MonoBehaviour[] systems = initializationOrder.Length > 0
? initializationOrder
: GetComponents<MonoBehaviour>();
foreach (MonoBehaviour system in systems)
if (system is IPlayerSystem playerSystem) playerSystem.Initialize(this);
Initialized?.Invoke(this);
}
}
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using Unity.Netcode;
using UnityEngine;
using UnityEngine.InputSystem;
public sealed class PlayerMovementController : NetworkBehaviour, IPlayerSystem
{
[SerializeField, Min(0.1f)] private float movementSpeed = 4.5f;
private bool isInitialized;
public void Initialize(PlayerFacade facade) => isInitialized = true;
private void Update()
{
if (!isInitialized || !IsOwner || Keyboard.current == null) return;
Vector2 input = new(
(Keyboard.current.dKey.isPressed ? 1 : 0) - (Keyboard.current.aKey.isPressed ? 1 : 0),
(Keyboard.current.wKey.isPressed ? 1 : 0) - (Keyboard.current.sKey.isPressed ? 1 : 0));
if (IsServer) Move(input); else MoveServerRpc(input);
}
[ServerRpc] private void MoveServerRpc(Vector2 input) => Move(input);
private void Move(Vector2 input)
{
if (input.sqrMagnitude > 1) input.Normalize();
Vector3 direction = new(input.x, 0, input.y);
transform.position += direction * (movementSpeed * Time.deltaTime);
if (direction.sqrMagnitude > 0.001f) transform.forward = direction;
}
}
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using UnityEngine;
public sealed class MainMenuController : MonoBehaviour
{
private string address = "127.0.0.1";
private string portText = "7777";
private void OnGUI()
{
NetworkSessionController session = NetworkSessionController.Instance;
GUI.Box(new Rect(24, 24, 380, 285), string.Empty);
GUILayout.BeginArea(new Rect(44, 44, 340, 245));
GUILayout.Label("FRIENDSLOP // MOUNTAIN FACTORY"); GUILayout.Space(10);
if (session == null) { GUILayout.Label("Bootstrap is unavailable."); GUILayout.EndArea(); return; }
if (session.IsOnline) { GUILayout.Label(session.Status); GUILayout.EndArea(); return; }
GUILayout.Label("Host LAN IP"); address = GUILayout.TextField(address);
GUILayout.Label("Port"); portText = GUILayout.TextField(portText); GUILayout.Space(12);
if (GUILayout.Button("Start Host", GUILayout.Height(36))) StartHost(session);
if (GUILayout.Button("Join Factory", GUILayout.Height(36))) StartClient(session);
GUILayout.FlexibleSpace(); GUILayout.Label(session.Status); GUILayout.EndArea();
}
private void StartHost(NetworkSessionController session) { if (TryReadPort(out ushort port)) session.StartHost(port); }
private void StartClient(NetworkSessionController session) { if (TryReadPort(out ushort port) && !string.IsNullOrWhiteSpace(address)) session.StartClient(address, port); }
private bool TryReadPort(out ushort port) => ushort.TryParse(portText, out port) && port > 0;
}
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